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path: root/Assets/Bundle/Shaders/Common/Image/common_img_buzz.shader
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// 蜂鸣

Shader "Erika/Common/Image/Buzz"
{
	Properties
	{
		_MainTex("Texture", 2D) = "white" {}
		_TileOffset("TileOffset", Vector) = (1,1,0,0)
	}

		SubShader
		{
			Tags { "RenderType" = "Opaque" "Queue" = "Transparent-1"}
			LOD 100

			ZWrite Off
			ZTest LEqual

			Blend One Zero

			Pass
			{
				CGPROGRAM
				#pragma vertex vert
				#pragma fragment frag

				#include "UnityCG.cginc"

				#include "Assets/Bundle/Shaders/Include/ImageEffect.cginc"

				struct v2f
				{
					float2 uv : TEXCOORD0;
					float4 vertex : SV_POSITION;
				};

				sampler2D _MainTex;
				float4 _MainTex_ST;

				sampler2D _CameraDepthTexture;
				float4 _CameraDepthTexture_ST;

				sampler2D _UnitDepthTexture;
				float4 _UnitDepthTexture_ST;

				float4 _TileOffset; // 角色的范围

				v2f vert(appdata_img v)
				{
					v2f o;
					o.vertex = UnityObjectToClipPos(v.vertex);
					o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
					return o;
				}

				fixed4 frag(v2f i) : SV_Target
				{
					fixed2 uv = i.uv;
					float depth0 = tex2D(_CameraDepthTexture, uv).r;
					float depth1 = tex2D(_UnitDepthTexture, uv).r;

					fixed4 color = tex2D(_MainTex, uv);

					if (abs(depth0 - depth1) < 0.001f && depth1 != 1)
					{
						color.r = 1;
					}

					return color;
				}
				ENDCG
			}
		}

} // shader